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90 lines
1.5 KiB
Text
90 lines
1.5 KiB
Text
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//===========================================================================
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//
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// Cyberdemon
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//
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//===========================================================================
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class Cyberdemon : Actor
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{
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Default
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{
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Health 4000;
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Radius 40;
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Height 110;
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Mass 1000;
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Speed 16;
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PainChance 20;
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Monster;
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MinMissileChance 160;
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+BOSS
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+MISSILEMORE
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+FLOORCLIP
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+NORADIUSDMG
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+DONTMORPH
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+BOSSDEATH
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SeeSound "cyber/sight";
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PainSound "cyber/pain";
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DeathSound "cyber/death";
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ActiveSound "cyber/active";
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Obituary "$OB_CYBORG";
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Tag "$FN_CYBER";
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}
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States
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{
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Spawn:
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CYBR AB 10 A_Look;
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Loop;
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See:
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CYBR A 3 A_Hoof;
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CYBR ABBCC 3 A_Chase;
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CYBR D 3 A_Metal;
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CYBR D 3 A_Chase;
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Loop;
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Missile:
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CYBR E 6 A_FaceTarget;
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CYBR F 12 A_CyberAttack;
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CYBR E 12 A_FaceTarget;
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CYBR F 12 A_CyberAttack;
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CYBR E 12 A_FaceTarget;
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CYBR F 12 A_CyberAttack;
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Goto See;
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Pain:
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CYBR G 10 A_Pain;
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Goto See;
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Death:
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CYBR H 10;
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CYBR I 10 A_Scream;
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CYBR JKL 10;
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CYBR M 10 A_NoBlocking;
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CYBR NO 10;
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CYBR P 30;
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CYBR P -1 A_BossDeath;
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Stop;
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}
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}
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//===========================================================================
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//
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// Code (must be attached to Actor)
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//
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//===========================================================================
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extend class Actor
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{
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void A_CyberAttack()
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{
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if (target)
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{
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A_FaceTarget();
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SpawnMissile (target, "Rocket");
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}
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}
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void A_Hoof()
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{
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A_StartSound("cyber/hoof", CHAN_BODY, CHANF_DEFAULT, 1, ATTN_IDLE);
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A_Chase();
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}
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}
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